* of the desaturation effect is controllable and animatable through
* the #ClutterDesaturateEffect:factor property.
*
- * #ClutterDesaturateEffect uses the programmable pipeline of the GPU
- * so it is only available on graphics hardware that supports this
- * feature.
- *
* #ClutterDesaturateEffect is available since Clutter 1.4
*/
#include "clutter-debug.h"
#include "clutter-enum-types.h"
+#include "clutter-offscreen-effect.h"
#include "clutter-private.h"
-#include "clutter-shader-effect.h"
typedef struct _ClutterDesaturateEffectClass ClutterDesaturateEffectClass;
struct _ClutterDesaturateEffect
{
- ClutterShaderEffect parent_instance;
+ ClutterOffscreenEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
/* the desaturation factor, also known as "strength" */
gdouble factor;
+
+ CoglHandle shader;
+ CoglHandle program;
+
+ gint tex_uniform;
+ gint factor_uniform;
+
+ guint is_compiled : 1;
};
struct _ClutterDesaturateEffectClass
{
- ClutterShaderEffectClass parent_class;
+ ClutterOffscreenEffectClass parent_class;
};
/* the magic gray vec3 has been taken from the NTSC conversion weights
G_DEFINE_TYPE (ClutterDesaturateEffect,
clutter_desaturate_effect,
- CLUTTER_TYPE_SHADER_EFFECT);
+ CLUTTER_TYPE_OFFSCREEN_EFFECT);
static gboolean
clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
{
ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
- ClutterShaderEffect *shader_effect;
ClutterEffectClass *parent_class;
float factor;
if (self->actor == NULL)
return FALSE;
- shader_effect = CLUTTER_SHADER_EFFECT (effect);
+ factor = (float) self->factor;
- clutter_shader_effect_set_shader_source (shader_effect, desaturate_glsl_shader);
+ if (self->shader == COGL_INVALID_HANDLE)
+ {
+ self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
+ cogl_shader_source (self->shader, desaturate_glsl_shader);
- factor = (float) self->factor;
+ self->is_compiled = FALSE;
+ self->tex_uniform = -1;
+ self->factor_uniform = -1;
+ }
- /* bind the uniforms to the factor property */
- clutter_shader_effect_set_uniform (shader_effect,
- "tex",
- G_TYPE_INT, 1,
- 0);
- clutter_shader_effect_set_uniform (shader_effect,
- "factor",
- G_TYPE_FLOAT, 1,
- factor);
+ if (self->program == COGL_INVALID_HANDLE)
+ self->program = cogl_create_program ();
+
+ if (!self->is_compiled)
+ {
+ g_assert (self->shader != COGL_INVALID_HANDLE);
+ g_assert (self->program != COGL_INVALID_HANDLE);
+
+ cogl_shader_compile (self->shader);
+ if (!cogl_shader_is_compiled (self->shader))
+ {
+ gchar *log_buf = cogl_shader_get_info_log (self->shader);
+
+ g_warning (G_STRLOC ": Unable to compile the desaturate shader: %s",
+ log_buf);
+ g_free (log_buf);
+
+ cogl_handle_unref (self->shader);
+ cogl_handle_unref (self->program);
+
+ self->shader = COGL_INVALID_HANDLE;
+ self->program = COGL_INVALID_HANDLE;
+ }
+ else
+ {
+ cogl_program_attach_shader (self->program, self->shader);
+ cogl_program_link (self->program);
+
+ cogl_handle_unref (self->shader);
+
+ self->is_compiled = TRUE;
+
+ self->tex_uniform =
+ cogl_program_get_uniform_location (self->program, "tex");
+ self->factor_uniform =
+ cogl_program_get_uniform_location (self->program, "factor");
+ }
+ }
parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
return parent_class->pre_paint (effect);
}
static void
-clutter_desaturate_effect_finalize (GObject *gobject)
+clutter_desaturate_effect_paint_target (ClutterOffscreenEffect *effect)
{
- G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->finalize (gobject);
+ ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
+ ClutterOffscreenEffectClass *parent;
+ CoglHandle material;
+
+ if (self->program == COGL_INVALID_HANDLE)
+ goto out;
+
+ cogl_program_use (self->program);
+
+ if (self->tex_uniform > -1)
+ cogl_program_uniform_1i (self->tex_uniform, 0);
+
+ if (self->factor_uniform > -1)
+ cogl_program_uniform_1f (self->factor_uniform, self->factor);
+
+ cogl_program_use (COGL_INVALID_HANDLE);
+
+ material = clutter_offscreen_effect_get_target (effect);
+ cogl_material_set_user_program (material, self->program);
+
+out:
+ parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
+ parent->paint_target (effect);
+}
+
+static void
+clutter_desaturate_effect_dispose (GObject *gobject)
+{
+ ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (gobject);
+
+ if (self->program != COGL_INVALID_HANDLE)
+ {
+ cogl_handle_unref (self->program);
+
+ self->program = COGL_INVALID_HANDLE;
+ self->shader = COGL_INVALID_HANDLE;
+ }
+
+ G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->dispose (gobject);
}
static void
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
+ ClutterOffscreenEffectClass *offscreen_class;
GParamSpec *pspec;
+ offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
+ offscreen_class->paint_target = clutter_desaturate_effect_paint_target;
+
effect_class->pre_paint = clutter_desaturate_effect_pre_paint;
gobject_class->set_property = clutter_desaturate_effect_set_property;
gobject_class->get_property = clutter_desaturate_effect_get_property;
- gobject_class->finalize = clutter_desaturate_effect_finalize;
+ gobject_class->dispose = clutter_desaturate_effect_dispose;
/**
* ClutterDesaturateEffect:factor: